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  1. More information about "Electric Miner"

    $15.00

    Electric Miner

    Electric Miner
    Why not convert your excess electricity into a resource?
    Electric Miner brings the Mining Quarry and the Pump Jack to life as fully automated, electricity-powered machines that players can build wherever they want. There's no need to fight over a monument quarry anymore. Just place a machine on your own base, run a wire to it, choose what you want it to produce, and let it work. Each machine has a clean animated interface, an engine you can upgrade for bigger yields, and a liquid system on the Pump Jack for pumping water where you need it.
     


     
     
    Two placeable machines: the Electric Miner (a mining quarry) and the Electric Pump Jack (an oil and liquid pump). Both are handed to players as a deployable item. A live placement guide draws the machine's footprint with marker spheres as you aim, so you always know exactly where it will land before you commit. Placement is checked against slope, water depth, roads, monuments, safe zones, no-build zones, nearby obstructions, and other players' building privilege. Machines run on real power. They only start once you've wired them to a power source and flipped the switch, and they draw from the upstream battery while they run. Players choose what each machine produces from an in-game menu, whether that's the ore the Miner digs or the liquid the Pump Jack outputs. An engine upgrade system lets players spend materials to push the machine through several tiers, each one raising the yield multiplier. Upgrading plays a sound and fills an animated progress gauge. The Pump Jack stores liquid internally and can feed it out through a hose to a water container or sprinkler, which is handy for irrigation and base setups. Machine lights turn on by themselves whenever there's power, giving you an instant visual cue that everything is connected. Only the owner, their team, and admins can flip the switch, open the menu, or pick a machine up. Nobody else can touch it. Pick a machine back up with a hammer and it returns to your inventory as an item, as long as it's healthy enough, and any stored contents drop to the ground. The selected resource, engine tier, stored liquids, chosen output liquid, and durability are all saved and survive server restarts. The interface animates open and closed, uses a clean card layout for selections, and supports your own custom background image. Built-in translations for English, Japanese, Simplified Chinese, Traditional Chinese, Russian, Ukrainian, and French. English (en), Japanese (ja), Simplified Chinese (zh-CN), Traditional Chinese (zh-TW), Russian (ru), Ukrainian (uk), and French (fr). Every message and menu label can be edited in the oxide/lang files.
     


     
    1. Get the item. An admin gives out the machines (see Commands below), or you can sell them through a shop or hand them out in a kit using the skin IDs.
    2. Place it. Hold the item and look at flat ground. The footprint guide appears, and a left-click drops the machine in. The item is used up and the full quarry or pump jack spawns in its place.
    3. Power it. Take out the in-game Wire Tool, click an output on your power source (a battery, generator, and so on), then click the machine's power switch to join them. The default wire limit is 100 m.
    4. Choose a resource. Press USE on the machine to open the menu and pick what it should mine or output.
    5. Turn it on. Flip the power switch. As long as it has enough power and the output isn't full, the machine runs and produces on the interval you set.
    6. Upgrade it (optional). Press USE on the engine to open the upgrade menu and spend materials to raise the yield.
    7. Collect or pack up. Loot the output container as it fills, or hit the machine with a hammer to take it back as an item.
    A note on the Pump Jack
    The Pump Jack collects oil and water-type liquids into its own internal tank, which holds up to 500,000 ml by default. To move that water elsewhere, point the Wire Tool at the Pump Jack's fluid switch and run a hose to a water container or sprinkler. From there it pushes liquid out at the rate you set in the config (300 ml/s by default).
     

     
     
     
     
     
     
     
     
     
     

     
    { "Wire/hose max distance (m)": 100.0, "Durability": 2000.0, "Pickup minimum durability percent": 80.0, "Required power (consumed per minute)": 50, "Liquid storage capacity (ml)": 500000, "Fluid output per second (ml)": 300, "UI background image URL": "https://i.imgur.com/WMefGKk.jpg", "Electric Mining": { "Item display name": "Electric Miner", "Mineable resources": [ { "Item shortname": "metal.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 15.0 }, { "Item shortname": "sulfur.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 20.0 }, { "Item shortname": "hq.metal.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1, "Interval (seconds)": 60.0 }, { "Item shortname": "stones", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 10.0 } ], "Upgrade tiers": [ { "Yield multiplier": 1.1, "Upgrade costs": { "scrap": 300, "metal.refined": 50, "gears": 10, "metalblade": 20 } }, { "Yield multiplier": 1.2, "Upgrade costs": { "scrap": 500, "metal.refined": 100, "gears": 20, "metalblade": 40 } }, { "Yield multiplier": 1.5, "Upgrade costs": { "scrap": 800, "metal.refined": 200, "gears": 30, "metalblade": 50 } }, { "Yield multiplier": 2.0, "Upgrade costs": { "scrap": 1000, "metal.refined": 400, "gears": 50, "metalblade": 80 } } ] }, "Electric Pump Jack": { "Item display name": "Electric Pump Jack", "Mineable resources": [ { "Item shortname": "crude.oil", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1, "Interval (seconds)": 20.0 }, { "Item shortname": "water", "Item skin ID": 0, "Display name": null, "Amount per cycle": 800, "Interval (seconds)": 10.0 }, { "Item shortname": "water.salt", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1000, "Interval (seconds)": 10.0 }, { "Item shortname": "water.radioactive", "Item skin ID": 0, "Display name": null, "Amount per cycle": 500, "Interval (seconds)": 10.0 } ], "Upgrade tiers": [ { "Yield multiplier": 1.1, "Upgrade costs": { "scrap": 300, "metal.refined": 50, "gears": 10, "metalblade": 20 } }, { "Yield multiplier": 1.2, "Upgrade costs": { "scrap": 500, "metal.refined": 100, "gears": 20, "metalblade": 40 } }, { "Yield multiplier": 1.5, "Upgrade costs": { "scrap": 800, "metal.refined": 200, "gears": 30, "metalblade": 50 } }, { "Yield multiplier": 2.0, "Upgrade costs": { "scrap": 1000, "metal.refined": 400, "gears": 50, "metalblade": 80 } } ] } } DEFAULT PRODUCTION

    Electric Miner
      Metal Ore .......... 10  every 15s
      Sulfur Ore ......... 10  every 20s
      HQM Ore ............  1  every 60s
      Stones ............. 10  every 10s
    Electric Pump Jack
      Crude Oil .........    1   every 20s
      Water ............. 800 ml every 10s
      Salt Water ....... 1000 ml every 10s
      Radioactive Water . 500 ml every 10s
    Engine Upgrade Tiers (default, both machines)
      Tier 2  x1.1   300 Scrap,  50 HQM, 10 Gears, 20 Metal Blades
      Tier 3  x1.2   500 Scrap, 100 HQM, 20 Gears, 40 Metal Blades
      Tier 4  x1.5   800 Scrap, 200 HQM, 30 Gears, 50 Metal Blades
      Tier 5  x2.0  1000 Scrap, 400 HQM, 50 Gears, 80 Metal Blades
    All amounts, intervals, multipliers, costs, resources, and tier counts are fully editable in the config.
     
    Config field reference
    - Wire/hose max distance (m): How far a power wire or fluid hose is allowed to reach.
    - Durability: The machine's health.
    - Pickup minimum durability percent: How healthy the machine has to be before it can be picked up as an item.
    - Required power (consumed per minute): How much power the machine needs to run, and how much it draws each minute while running.
    - Liquid storage capacity (ml): The size of the Pump Jack's internal tank.
    - Fluid output per second (ml): How fast liquid is pushed through a connected hose.
    - UI background image URL: The background image shown behind the menu. Swap in your own to match your server.
    - Item display name: The name shown on the item and in the menu.
    - Mineable resources: Everything the machine can produce. Item skin ID and Display name are optional.
    - Upgrade tiers: Each tier sets a yield multiplier and its material cost. Add or remove tiers as you like; the number of tiers is the max level.
     
     

     
     
    The give commands are restricted to admins. To hand item to regular players, an admin uses the give command, or you distribute the items through a shop / kit plugin using the skin IDs below.
    Chat command (Admin Only)
      /ElectricMiner      Gives the player one Electric Miner AND one Electric Pump Jack item
    Console command
      giveminer <mining | pumpjack> <SteamID>      Gives the chosen machine to the specified player (must be online).
    Ex.  Give the pumpjack to 76562442829013221
    giveminer pumpjack 76562442829013221
    Item details (for shops / kits)
      Electric Miner       shortname: watchtower.wood   skin: 3750459142
      Electric Pump Jack   shortname: watchtower.wood   skin: 3750459320
     
     

     
     
    Q: Do these have to go near a monument?
    A: Not at all, and that's the point. You can build them anywhere valid on the map, whether that's flat ground or shallow water up to 3 m deep, as long as you keep clear of monuments, roads, safe zones, and other players' building privilege.
    Q: How do players power a machine?
    A: With the in-game Wire Tool. Click an output on a power source such as a battery or generator, then click the machine's power switch. It needs enough power to run (50 by default) and draws from the battery the whole time it's working.
    Q: My machine won't start. What's wrong?
    A: A machine only runs when three things are true: the switch is on, it has enough power, and the output container isn't full. Check all three. The lights are a quick tell, since they only come on once the machine has power.
    Q: Can other players use or steal my machine?
    A: No. Only the owner, their team, and admins can flip the switch, open the menu, or pick it up.
    Q: How do I get my machine back?
    A: Hit it with a hammer. As long as it's above the durability threshold (80% by default), it returns to your inventory as an item and anything stored inside drops to the ground.
    Q: How does upgrading work?
    A: Press USE on the engine to open the upgrade menu, then spend the listed materials to move up a tier. Each tier raises the yield multiplier (x1.1 up to x2.0 by default), and your tier is saved per machine through restarts.
    Q: What can the Pump Jack do with liquids?
    A: It keeps the liquid it produces in its own tank and can push water out through a hose to a water container or sprinkler, which is great for irrigation. You pick the output liquid from the menu.
    Q: Can I change what each machine makes, how fast, and what upgrades cost?
    A: Yes. Resources, amounts, intervals, multipliers, tier counts, and costs are all set per machine in the config.
    Q: How do I give the items to regular players?
    A: Use the admin /ElectricMiner or giveminer command, or sell and gift them through your shop or kit plugin using the shortname watchtower.wood and the skin IDs above.
    Q: Do placed machines and their settings survive a restart or wipe?
    A: Your settings (selected resource, engine tier, stored liquids, output liquid, and durability) carry over through restarts. Like any deployable, the machines themselves are cleared on a map wipe.
    Q: Can I use my own background image in the menu?
    A: Yes. Just point the "UI background image URL" setting at your own image.
     
     

     
     

    VOID / NINJA WORKS
    X  :  @QB_WHITE
     
    MADE IN JAPAN
  2. More information about "Nor's Easy/Medium/Hard Raidable Bases Pack 1"

    $15.00

    Nor's Easy/Medium/Hard Raidable Bases Pack 1

    35 hand-built original bases for the Raidable Bases plugin - 15 Easy, 10 Medium, 10 Hard - with ready-to-run profiles and balanced loot tables. Drop in and raid in five minutes.
    Every base has been deployed, tested and raided many times over on my active RustNK Hardcore PvE server.

    WHAT YOU GET
    - Easy (15 bases) - small-to-mid footprints (23-144 entities). Quick, cheap raids, great for new players and buyable/low-cost events. Several have deliberate soft entries for a tools-only run.
    - Medium (10 bases) - layered stone/metal builds (64-236 entities). More turrets, real airlocks, honest loot rooms.
    - Hard (10 bases) - fortified metal/armored compounds (183-474 entities). Turret-dense, multi-level, worth the C4.
    - 35 CopyPaste base files - all prefixed Nor_ so they never collide with your existing bases.
    - 3 Raidable Bases profiles (Nor Easy, Nor Medium, Nor Hard) - pre-tuned per tier and ready for scheduled, buyable, maintained, or manual events.
    - 3 matching Base_Loot tables - applied automatically by name (Always Spawn Base Loot Table is already on). No renaming, no clobbering your other profiles.
    - 3 Difficulty_Loot tables (optional) - if you would rather drive your whole Easy/Medium/Hard rotation with this balance. Shipped prefixed so they never overwrite yours by accident.
    - NPCs with full inline loadouts - armor + weapons baked in. Kits plugin is optional; without it the NPCs still equip correctly.

    BALANCED, VERIFIED LOOT
    I've included the loot profiles I use for a 1x Hardcore PvE server. Loot is tuned to be profitable and rewarding without the "falling up the stairs" level of progression I see far too often on other servers.

    INSTALL
    1. Back up your oxide/data/RaidableBases/ and oxide/data/copypaste/ folders.
    2. Copy the 35 base files into oxide/data/copypaste/.
    3. Copy the 3 profiles into oxide/data/RaidableBases/Profiles/.
    4. Copy the 3 Base_Loot files into oxide/data/RaidableBases/Base_Loot/.
    5. oxide.reload RaidableBases - the three profiles are now live and selectable in your event config.
    Full step-by-step, loot options, and NPC/tuning notes are in the included INSTALL.md.

    SUPPORT
    Built by Nor. Questions, issues, or balance feedback - use the support thread on this resource page.
  3. More information about "Advanced Apartment"

    $24.99

    Advanced Apartment

    Advanced Apartment transforms Rust official apartment system into a complete room progression experience while preserving the look and feel of the original game.
    Players interact with the existing apartment concierge to rent a room, check their room number, manage rent, move to a larger apartment, purchase upgrades, and manage apartment access.
    No additional NPCs, player commands, or external dependencies are required.
    Apartment Upgrades
    Every apartment tier has its own upgrade selection based on its available space and intended progression.
    Take Your Rust Server to the Next Level
    Premium performance, lightning-fast support, and an exclusive 30% OFF using code KHALED

    Basement
    Industrial Wall Shelves Two integrated Wooden Storage Boxes Furnace replacement for the original storage box Workbench Level 2 and Level 3 Standard
    Salvaged Industrial Shelves fitted around the original furniture Up to three permanently powered Electric Furnaces Recycler Workbench Level 2 and Level 3 Penthouse
    Research Table Mixing Table Recycler Up to four permanently powered Electric Furnaces Workbench Level 2 and Level 3 Upgrade availability is automatically filtered by apartment type. Players only see upgrades that are compatible with their current room.
    Integrated Rental System
    The plugin takes control of the official apartment workflow without replacing the original apartment building or concierge.
    Apartment Access:
    Apartment owners can authorize additional players directly from the upkeep interface. Authorized players can access the apartment, and optional guest sleeping bags are created for them using the player’s name.
    Access slots are configurable per apartment tier, allowing server owners to control how many additional players can share each apartment type.
    Players can:
    Rent any available apartment View their current room number Check daily upkeep information Purchase room upgrades Move to a larger apartment tier Check out and release their apartment Manage apartment access Authorize other players to use their apartment Provide guest sleeping bags for authorized players  
    Configured purchase and upkeep prices are displayed directly in the conversation, ensuring the amount shown to the player always matches the actual amount charged.
    When moving to a different apartment tier, stored items are transferred safely while upgrades from the previous room are removed because each apartment layout uses different placements and available space.
    Fully Configurable
    Server owners can configure:
    Apartment purchase prices Daily upkeep costs Individual upgrade prices Upgrade availability Required permissions VIP access Apartment access slots Guest sleeping bags Shop prices Security camera price Master key price and cooldown Concierge text and interaction range  
    Every upgrade and optional feature can be enabled or disabled separately. Disabled options are automatically removed from the interface.
    Reliable Placement and Persistence
    All upgrade positions are built directly into the plugin and calculated relative to the apartment itself. They do not depend on world coordinates or editable data files.
    This allows apartment buildings to be placed in different locations or rotations across map wipes while keeping every upgrade correctly positioned inside its room.
    Player purchases and access data are stored automatically and restored after:
    Server restarts Plugin reloads Entity reloads The plugin also detects expired or changed apartment leases and removes outdated records safely.
    Advanced Apartment delivers a natural extension to Rust’s apartment system, giving players meaningful room progression while giving server owners full control over pricing, upgrades, access, and apartment-related services.

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